Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Hmm - I'm confused, what's the bug?
Right, that's what I'm confused about - why is 5% the "intended" value? Am I missing something here, i.e. is there somewhere in-game that says it should be 5%?
In 0.9a it's changed to 1%, which is the new intended value for... various balance reasons.
As far as changing it, you'd have to ... hmm, the simplest thing would be to create a mod where, in its ModPlugin.onApplicationLoad() method, it would set Helmsmanship.ZERO_FLUX_LEVEL = 5.
FightersFighters from the same carrier will now coordinate their attacks if launched together and given the proper distance to do soOrdering fighters to engage builds flux up to slightly above 5%
CombatAdding new assignments is free while the command frequency is openWaypoints for new assignments will always be created at least 3000 units (3 map grid squares) from the map borderOrdering fighters to "engage" will set a ships minimum flux level to slightly over 5%
Weird, I too remember it being 5% in 0.9a, was this maybe a change in RC10 but not prior?The patch notes for 0.9a have stuff like this, which also makes me think it may have been a later change: QuoteFightersFighters from the same carrier will now coordinate their attacks if launched together and given the proper distance to do soOrdering fighters to engage builds flux up to slightly above 5%QuoteCombatAdding new assignments is free while the command frequency is openWaypoints for new assignments will always be created at least 3000 units (3 map grid squares) from the map borderOrdering fighters to "engage" will set a ships minimum flux level to slightly over 5%
Weird, I too remember it being 5% in 0.9a, was this maybe a change in RC10 but not prior?
Quote from: Vayra on December 24, 2018, 02:40:30 PMWeird, I too remember it being 5% in 0.9a, was this maybe a change in RC10 but not prior?According to SVN, I changed it from 5% to 1% on September 2nd of this year. If you were seeing it be 5% in 0.9a... maybe an issue with the install? Not really sure what else to suggest.
It was a little powerful...
Anyway, what Alex is suggesting here:Quote from: Alex on December 24, 2018, 02:17:36 PMAs far as changing it, you'd have to ... hmm, the simplest thing would be to create a mod where, in its ModPlugin.onApplicationLoad() method, it would set Helmsmanship.ZERO_FLUX_LEVEL = 5. is basically just changing two files. As it sounds like this isn't a bug, just a change that snuck past the patch notes, maybe ask in the modding questions thread if you need some help setting that up?
Wow this feel bizzare, I downloaded the game on 29 of november, I clearly remember the value being 5% in the menu again as said before it's not just a typo, the actual value in game was tested. Made a screenshot like a week ago with 5%. Then yesterday as well, I was testing it and it was 5%Only today, after tinkering with two game versions, did my 9.0a RC10 version of the game change the zero flux boost to 1%
Yep, I believe you and this is indeed very odd. I think someone else might've mentioned it a while back, too.
Like I said, could possibly be an issue with the install. I'd suggest a clean re-install (i.e. manually deleting the game folder, after saving off whatever mods/saves/etc you care about) to make sure.